Into the Deep: A 9th Level Adventure for 5th Edition
In the hills outside Dureya near the coast of the Cressian Strait there lies a small forest. Ancient by most standards, it has stood for as long as anyone can remember. All attempts to harvest its lumber have failed due to strange accidents and general bad luck, and some believe the place to be haunted. Recently, however, a group of adventurers made their way deep into the heart of the forest, braving the perils within. At its center, they found a small hill with a cavern-like entrance. Eager to see what lay within, they entered, weapons drawn and eyes alert. What they found was an inverted tower, mostly buried beneath the earth. Had they only known what lie ahead, they would have turned back then and there.
The adventurers tried to navigate the structure, working their way down to the final floor, but traps, puzzles, and horrible monsters assailed them. One by one they fell, until only the wizard Felthar the Wise remained. With the last of his power, and with a heavy heart, he teleported away from the tower to the forest's edge and made his way back to the city. When he arrived, he found himself unable to speak the details of what happened, only the phrase "Zorthax shall not be disturbed." could leave his lips. The city's mages and clerics tried in vain to lift this strange curse from Felthar, but none could do so. Eventually, he was relegated to a local temple for care and treatment.
The name Zorthax was unknown to most of the city's elites, for Zorthax had existed long ago before the city's founding. He was an archmage of dubious morals who specialized in strange enchantments and powerful abjurations. When his life came to a close, instead of accepting death he simply buried his tower beneath the earth and began a dark ritual to become a lich, a creature beyond death. His many wards and enchantments kept most from reaching him in his hidden sanctum, but Felthar and his party got close. Felthar was allowed to leave to bring a warning to others: Zorthax was not to be disturbed, for his work was too important and his ritual was almost complete. Fearing a force powerful enough to cripple Felthar and slay his companions, the city has put out a call for heroes to seek out this "Zorthax" and deal with him before he can become a threat to the kingdom.
In the hills outside Dureya near the coast of the Cressian Strait there lies a small forest. Ancient by most standards, it has stood for as long as anyone can remember. All attempts to harvest its lumber have failed due to strange accidents and general bad luck, and some believe the place to be haunted. Recently, however, a group of adventurers made their way deep into the heart of the forest, braving the perils within. At its center, they found a small hill with a cavern-like entrance. Eager to see what lay within, they entered, weapons drawn and eyes alert. What they found was an inverted tower, mostly buried beneath the earth. Had they only known what lie ahead, they would have turned back then and there.
The adventurers tried to navigate the structure, working their way down to the final floor, but traps, puzzles, and horrible monsters assailed them. One by one they fell, until only the wizard Felthar the Wise remained. With the last of his power, and with a heavy heart, he teleported away from the tower to the forest's edge and made his way back to the city. When he arrived, he found himself unable to speak the details of what happened, only the phrase "Zorthax shall not be disturbed." could leave his lips. The city's mages and clerics tried in vain to lift this strange curse from Felthar, but none could do so. Eventually, he was relegated to a local temple for care and treatment.
The name Zorthax was unknown to most of the city's elites, for Zorthax had existed long ago before the city's founding. He was an archmage of dubious morals who specialized in strange enchantments and powerful abjurations. When his life came to a close, instead of accepting death he simply buried his tower beneath the earth and began a dark ritual to become a lich, a creature beyond death. His many wards and enchantments kept most from reaching him in his hidden sanctum, but Felthar and his party got close. Felthar was allowed to leave to bring a warning to others: Zorthax was not to be disturbed, for his work was too important and his ritual was almost complete. Fearing a force powerful enough to cripple Felthar and slay his companions, the city has put out a call for heroes to seek out this "Zorthax" and deal with him before he can become a threat to the kingdom.
In the hills outside Dureya near the coast of the Cressian Strait there lies a small forest. Ancient by most standards, it has stood for as long as anyone can remember. All attempts to harvest its lumber have failed due to strange accidents and general bad luck, and some believe the place to be haunted. Recently, however, a group of adventurers made their way deep into the heart of the forest, braving the perils within. At its center, they found a small hill with a cavern-like entrance. Eager to see what lay within, they entered, weapons drawn and eyes alert. What they found was an inverted tower, mostly buried beneath the earth. Had they only known what lie ahead, they would have turned back then and there.
The adventurers tried to navigate the structure, working their way down to the final floor, but traps, puzzles, and horrible monsters assailed them. One by one they fell, until only the wizard Felthar the Wise remained. With the last of his power, and with a heavy heart, he teleported away from the tower to the forest's edge and made his way back to the city. When he arrived, he found himself unable to speak the details of what happened, only the phrase "Zorthax shall not be disturbed." could leave his lips. The city's mages and clerics tried in vain to lift this strange curse from Felthar, but none could do so. Eventually, he was relegated to a local temple for care and treatment.
The name Zorthax was unknown to most of the city's elites, for Zorthax had existed long ago before the city's founding. He was an archmage of dubious morals who specialized in strange enchantments and powerful abjurations. When his life came to a close, instead of accepting death he simply buried his tower beneath the earth and began a dark ritual to become a lich, a creature beyond death. His many wards and enchantments kept most from reaching him in his hidden sanctum, but Felthar and his party got close. Felthar was allowed to leave to bring a warning to others: Zorthax was not to be disturbed, for his work was too important and his ritual was almost complete. Fearing a force powerful enough to cripple Felthar and slay his companions, the city has put out a call for heroes to seek out this "Zorthax" and deal with him before he can become a threat to the kingdom.